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Potion Tycoon News

1-Year-Anniversary!

Greetings, potion magnates!!

Can you believe it's already been a whole year since we first embarked on our trip into the mystical world of Potion Tycoon's Early Access? We extend our deepest gratitude to each and every one of you who has joined us on this magical quest. Your unwavering support, invaluable feedback, and boundless enthusiasm have made this past year truly enchanting!

Reflecting on our journey, we've witnessed the growth of our potion-making community, the evolution of gameplay mechanics, and the blossoming of friendships forged in the fires of alchemy. Your dedication to Potion Tycoon has fueled our passion for creating an immersive and unforgettable gaming experience.

Stay tuned for more news as we work on the next major update—get ready to embark on the next chapter of our great voyage. Your continued support means the world to us, and we can't wait to share what lies ahead in the enchanted world of Potion Tycoon!



Bewitchingly yours,
Snowhound Games and Daedalic Entertainment

Another quick round of fixes!

Greetings, potion magnates!

Thanks to your unabating support, we've extracted and rectified some more unpleasant impurities from the Potion Tycoon concoction. All for the sake of your finest and purest enjoyment!

Bewitchingly yours,
Snowhound Games and Daedalic Entertainment


Changelog:

Fixes:
  • Fixed launch marketing campaigns not reporting the results.
  • Fixed the Trivial potion tag being treated as positive.
  • Fixed some trend tags getting duplicated when updating a product.
  • Added a safety check for the unlikely case where launch marketing reviewers didn't find anything meaningful to say.

A hotfix is out for the latest update!

Greetings, potion magnates!

How’s your cult building going? We do hope you’ve been having fun with it and actually found more ways to enjoy Potion Tycoon after the release of the Cult Following content update.

What we also know, however, is that alongside new cult followers the last update has infested your potion realm with more annoying problems to frown at and frustrate about. Some of those might have easily ruined a great deal of fun for many of you since last week.

We apologize for that and hasten to make amends for the damage it might have done, by rolling out a quick hotfix addressing all those new issues. Building a cult following is never a walk in the park, be it inside a video game or in game development, - we can fully acknowledge that. But however thorny is the path, we still believe it’s all worth it!

Bewitchingly yours,
Snowhound Games and Daedalic Entertainment


Changelog:

Fixes:
  • Fixed an issue where graphics were not loading properly when the Graphics Theme setting was modified while the game language was other than English.
  • Fixed an issue where workers would not receive construction/production task orders during tutorial after the house scene was improperly loaded (see previous issue), leading to a tutorial softlock.
  • Fixed missing localizations in Ledger/Revenues.
  • Fixed the Tycoon milestone/goal not handing out the monetary and tycoon point rewards.
  • Fixed an issue where previously selected product launch marketing options would remain active in another game (new or loaded) where they were not yet unlocked, resulting in impossibility to finish a product’s design.
  • Added some missing translations and changes to a number of dialogue cases.
  • Fixed an issue where ingredient filter toggles were not functioning in the Alchemy View after having previously exited the view while the ingredient processing selection menu had been active.
  • Fixed an issue where no ingredients or filter toggles would be displayed in the Ingredient Book in the Alchemy View after loading a game where no ingredients compatible with the previously selected filters were available.
  • Fixed the taste scale tooltip in the Alchemy View getting stuck when pressing ESC to exit the view while hovering over a taste tag.
  • Removed a misleading visual cue from the production setup part of the tutorial.
  • Reduced tutorial dimmers’ duration. (Note that this might aggravate potential ‘stuckness’ issues when trying to rush through the tutorial!)
  • Fixed an issue where no workers would be available for hire after loading a game and then directly starting a new game without opening the Ledger.

Cult Following: surf your way to the top of potion business!

Greetings, potion magnates!

Have you ever dreamt of building a cult of your own? Not exactly an object of religious worship or zealotry, no. Rather something lots of people would exalt and enjoy to a great delight - a cult classic.

Well, either way, that is something we want to let you transform your potion empire into in the new major content update, released today.

As the name goes, building a cult following will be your next ambitious goal to achieve as potion shopkeeper, on the path to the ultimate triumph. It’s not going to be easy, but to facilitate the task we’ve introduced a bunch of handy late-game tools and options for you to seize. These include the long-awaited high-tier research unlocks, goals, VIPs, requests, events, and artifacts, along with some powerful alchemy, production and shop upgrades.

Enter the top flight now, reinforce your potion brand, earn dignitaries’ patronage - get one step closer to the apex, and just one step away from the final act!

Bewitchingly yours,
Snowhound Games and Daedalic Entertainment


Changelog:

New:
  • New late-game goals and artifacts.
  • New high-tier research goals.
  • New events and VIP requests:
    • Added a plethora of tier 3 VIP requests, which can trigger if you have Close Following with specific factions.
    • Added a tier 2 Wizard request and Witch request to the Grand Assembly faction event.
    • Added a Carnival event to the weekly cycle of periodic events that starts on the 2nd week.
  • New equipment:
    • Autolab (an advanced version of Alchemy Lab)
      • Can produce potion mixtures with up to 3 ingredients and has all processing options available (whereas Alchemy Lab can mix up to 3 ingredients with only basic processing options).
      • Autolab and Alchemy Lab belong to the Production Equipment category (instead of Research) in the Construction menu.
      • Autolab and Alchemy produce potion mixtures at the output (instead of bottled crates).
    • Portal Pallets
      • Portal Pallet Senders can move items from adjacent equipment to the Receiver of the same color, as long as the Receiver's filter settings allow the item.
    • Delivery Automaton Hub
      • Spawns 5 quick bots that can handle delivery tasks.
    • Bargain Bin
      • A shop cabinet that stocks potions with a -25% discount.
      • All customers will try to check the bin, regardless of their preferences.
    • Luxury Cabinet
      • Increases appeal for Premium potions stocked in it.
    • Entry Signs
      • Instruct new customers looking for a particular potion category to enter from the left or right, if possible.
    • Big Bottler
      • Works faster than the basic Bottling Machine.
      • The basic Bottler's default workload (task length) is increased to give Big Bottler a bigger advantage.
    • Ritual Table
      • Marketing artifact enabling the Market Prediction action
      • Gained by completing the Trendsetter goal.


Changes:
  • Research:
    • Split some existing research goals and rearranged the research branches to create additional paths (especially noticeable in the Production branch).
    • Extractor processing equipment now unlocks from an earlier research goal "Potency Boosters".
    • Moved Infuser processing equipment to be unlocked earlier in the research tree with Fermentation Tank.
    • Industrial Tech research goal, which unlocks the Autolab equipment, now also unlocks all processes if they were not already available in Recipe Creation.
  • VIP requests:
    • When choosing rewards for tier 2 or 3 VIP request completion, the player is no longer locked to get multiple copies of the same ingredient seed.
    • When choosing rewards for tier 3 request completion, two different artifacts can now be offered.
    • Increased duration of the fame bonus when selected as a reward for completion of VIP request of all tiers.
  • Monsters inside the house now disappear after spooking a certain number of actors (workers or customers), if not banished earlier.
  • Added missing appeal rewards to the Inventor goal.
  • Marketing action-specific artifacts are no longer granted as rewards or offered at the Artifact Trader unless you have access to the Marketing Desk.
  • The loading indicator is now shown when the game is starting up.
  • Workers are now smarter about moving potion crates straight from Bottlers to Cabinets pending to refill, instead of first delivering them to the storage.
  • Balancing:
    • Increased the department size requirement from Large to Grand in Adventure Arcade, Sorcery Superstore and Pharmacy goals.
    • Increased the Alchemist skill requirement for Grand Cooker from Veteran to Grand Master, but it also now produces two potion mixtures with a single batch of ingredients.


Fixes:
  • Fixed a situation where a delivery task could get stuck.
  • Fixed ingredient pop-ups in the Alchemy View getting smaller with bigger page sizes in the Ingredient Book.
  • Fixed an issue where the amount of potions to deliver for a request could still be changed while the confirmation dialog was visible.
  • Fixed errors when clicking the up/down buttons on the Ledger/Production page.
  • Fixed ellipsis characters in dialogues.
  • Fixed instances of modal dialogs not blocking time controls as intended.
  • Fixed the Ingredient Book’s page size in Alchemy not being saved.
  • Fixed faulty scrollbar behavior in production and quest potion selection pop-ups.
  • Fixed Ledger/Revenues/Expenses pop-ups stretching out of screen bounds.
  • Fixed skill filter tooltips on the Ledger/Workers page not updating after changing the language setting.
  • Fixed a minor text layout issue when promoting a worker with a long name.
  • Fixed an error when clicking the Marketing Desk "Choose Action" button rapidly.
  • Fixed knocked out skeletons being shown as standing upright instead of lying as a pile of bones on the ground upon loading a saved game.
  • Changed from an empty "this ingredient unlocks:" pop-up to a normal ingredient pop-up in the ingredient trader dialogue if the player owns the ingredient already.
  • Fixed UI issues that could occur when entering the Research or Alchemy views right before the Daily Report shows up.
  • Fixed endorser text in successful request outcomes not correctly stating when the VIP becomes an endorser.
  • Fixed the Assign and Boost button tooltips getting clipped for the topmost entry in Ledger/Workers.
  • Scaled the ingredient unlock tooltip in the ingredient trader dialogue to fit the text.
  • Unlocked post-milestone 2 goals for older saves if their prerequisite goals have been completed.
  • Fixed the worker promotion dialogue not always updating the worker's title correctly.
  • Fixed placeholder in the "This ingredient is too complex to produce in Alchemy Lab" text.
  • Fixed Alchemy Labs not checking the allowed ingredient processes correctly.
  • Fixed Alchemy Labs incorrectly changing the room purpose to Research instead of Production.
  • Fixed Alchemy Lab animations not working.
  • Fixed Alchemy Labs not starting automatically after being storage blocked.
  • Fixed Tycoon Point generation bonuses from artifacts not stacking.
  • Fixed missing "Choose Potion" text from the Alchemy Lab overlay UI.
  • Fixed a potential crash when canceling delivery tasks.
  • Fixed a potion not being removed from the Alchemy Lab’s queue If a product update made it incompatible for production with Alchemy Lab.
  • Fixed issue where an ingredient could appear in non-trader dialogue after loading an old save.
  • Moved style customization arrows in objects’ overlays in the Construction mode further to the sides to avoid blocking selection of small objects such as lanterns.
  • Fixed the worker’s bonus stamina (exceeding the maximum level) gained from the rest getting wiped upon walking past stamina-boosting in-house items.
  • Fixed fame bonuses from multiple artifacts not stacking.
  • Improved scroll wheel handling in Ledger/Workers.
  • Fixed some research unlocks using wrong icon sprites.
  • Fixed a potential crash when deleting potion cabinets.

Festive season is coming to Potion Tycoon with the new holiday update!

Merry greetings, potion magnates!

Another week, another update! Because how could we let you start the holiday season without giving you a chance to enjoy it inside the game and catch the festive vibe while playing it? No, we couldn’t. And we won’t!

Make your potion house look so nice and cozy like never before, lulled by hypnotically floating snowflakes and coated in the gleaming white fluff. Dress your workers in jolly holiday outfits to further dip yourself in the cheerful atmosphere of the upcoming winter festivities!

But hey, that’s not all what this update brings you! Besides the holiday stuff, we’ve added a bunch of utility and quality-of-life improvements, most notably in the Alchemy Workshop, to let you concoct your celebratory potions with increased comfort. Please find the full changelog below and like always - let us know how you liked it!

As 2023 comes to an end, we wanted to thank each and every one of you for your unabating enthusiasm and continuing support of Potion Tycoon, and for all the feedback you’ve shared with us throughout this year. It did really help us shape the game and get where we are now. We wish you a great fruitful year ahead and hope to see you around in 2024, for which we are already cooking some lovely treats and surprises!

Best wishes!

Bewitchingly yours,
Snowhound Games and Daedalic Entertainment


Changelog:

Changes:
  • Holiday Season:
    [**] Added winter graphics for the holiday season.
    [**] The visual theme (Default or Winter) can be selected in the Video settings.
    [**] A new themed costume option is now available in the worker’s customization menu.
  • Construction:
    [**] When placing items in the Construction Mode, rooms are tinted red if the item can not be placed there.
    [**] A new tooltip added to constructible items to explain where they can be built.
  • Alchemy:
    [**] Ingredients in the Alchemy View can now be filtered by individual ingredient effects and properties.
    [**] The ingredient book in the Alchemy View has new size options to display 2x2, 3x3 or 4x4 ingredients per page.
    [**] With Potency increase of 0.1 Appeal is now increased by 0.2%.
    [**] Catalysts increase Potency by additional 0.25 on top of the multiplication bonus.
    [**] Grade increase is now capped by the gap between Potency and Container Quality - If either value is 2x higher than the other, Grade doesn't increase further.
    [**] A list of beneficial and detrimental properties is shown when hovering over the recipe name in the Recipe Summary.
    [**] Some minor changes to branding tags’ display, e.g. price-related branding isn't shown in the Alchemy View anymore.
    [**] A "taste scale" pop-up is now shown upon hovering over taste tags in the Alchemy View.
Fixes:
  • Disabled the Alchemy toggle in the Construction Mode to prevent various issues which could occur after switching to the Alchemy view from Construction.
  • Fixed a quick UI flash when opening some dialogues.
  • Fixed the special Witch worker getting big ears in the customization dialogue when changing the color of her outfit.